/* * Jalview - A Sequence Alignment Editor and Viewer ($$Version-Rel$$) * Copyright (C) $$Year-Rel$$ The Jalview Authors * * This file is part of Jalview. * * Jalview is free software: you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 * of the License, or (at your option) any later version. * * Jalview is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty * of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Jalview. If not, see . * The Jalview Authors are detailed in the 'AUTHORS' file. */ package jalview.datamodel; /** * A bean that models a point with (x, y, z) coordinates and a reference to a * sequence */ public class SequencePoint { /* * Associated alignment sequence, or dummy sequence object */ private final SequenceI sequence; /* * x, y, z position in 3-D space */ public Point coord; /** * Constructor * * @param sequence * @param coord */ public SequencePoint(SequenceI sequence, Point pt) { this.sequence = sequence; this.coord = pt; } /** * Constructor given a sequence and an array of x, y, z coordinate positions * * @param sequence * @param coords * @throws ArrayIndexOutOfBoundsException * if array length is less than 3 */ public SequencePoint(SequenceI sequence, float[] coords) { this(sequence, new Point(coords[0], coords[1], coords[2])); } public SequenceI getSequence() { return sequence; } /** * Applies a negative translation of the 'shift' (x, y, z) coordinates * * @param centre */ public void translateBack(Point shift) { float x = coord.x - shift.x; float y = coord.y - shift.y; float z = coord.z - shift.z; coord = new Point(x, y, z); } /** * Applies a positive translation of the 'shift' (x, y, z) coordinates * * @param centre */ public void translate(Point shift) { float x = coord.x + shift.x; float y = coord.y + shift.y; float z = coord.z + shift.z; coord = new Point(x, y, z); } }